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1 995-0920 



HOW TO PLAY 

MflTT«EL (ELECTROniCS* 

BOWLING 

THE ELECTRONIC BOWLING GAME 

WITH 

WRIST-ACTION 

BALL 
CONTROL! 




Illustrations: ©Mattel, Inc. 1980. Hawthorne, CA 90250 
PRINTED IN HONG KONG. All Rights Reserved 



INSERT BATTERY 



Slide open the back cover. Attach one 9-volt 
battery to the connector. Replace cover. Alkaline 
battery recommended. 




9-VOLT 

ALKALINE 

BATTERY 



GAME SHOWN 
UPSIDE DOWN 



Use a 9-volt Duracell* or other high quality 
alkaline battery for longer life. 

trademark of Duracell International, Inc. 

TO REMOVE BATTERY 

Remove the back cover. Place the edge of the 
cover between the battery posts and the battery. 
Pry up gently. Important: Do not pull the plastic 
wire connector to loosen it. 




IMPORTANT INFORMATION 

If the lights appear to be malfunctioning, this is the 
first sign of battery wear. A fresh battery should 
solve the problem. 



AC ADAPTOR (OPTIONAL) 

You may use a Mattel Electronics® Adapter with 
this game (sold separately). 




AC ADAPTOR 



THE CONTROLS 



cfib nfn [fjim 

ON/OFF SWITCH SETS NUMBER OF PLAYERS 



BUTTONS TO 
SET UP PINS, 
SET SPEED, 
AIM BALL 




AC 

ADAPTER 

JACK 



SEVEN SPEED OPTIONS 

First, turn on the game by sliding the switch to 
1 or 2, for the number of bowlers. The display will 
be blank. As soon as you touch the side buttons, 
the display will tell you the game speed, for 
instance (with digital numbers a "5" looks 
like an "S"): 



J Ji 



You can change the speed by pressing either side 
button. As you do this, you'll see the digital 
display change. 

In this game, as in real bowling, speed is not as 
important as accuracy. You'll probably want to 
start playing at one of the slower speeds (S-1 is 
the slowest, S-7 the fastest). NOTE: You set the 
speed just once, at the beginning of each game. 

When you see the speed you want, just release 
both buttons. This control is sensitive, so be 
careful not to jiggle the game as you release the 
buttons. A sensor will tell the computer that's the 
speed you've selected. 

HOW TO HOLD THE GAME 

There are different ways to hold 
MATTEL ELECTRONICS® BOWLING. The 
important thing is to be able to keep a sensitive 
touch on the side buttons while you're positioning 
the ball. You also have to be able to tilt the game 
from side to side for better ball control. Use a grip 
that's most comfortable for you. Here are three 
suggested methods: 



A 




/ yv 


ONE HAND - 
THUMB AND 




V A-i/ 




3RD FINGER 




\T / yC 


\ws, 


ON SIDE 








i BUTTONS 



B 



TWO HANDS — 
INDEX FINGERS 
ON SIDE 
BUTTONS 




TWO HANDS — 
THUMBS ON 
SIDE 
BUTTONS 




HOW TO PLAY 

As soon as you've set the speed, the scoreboard 
flashes a series of numbers: 



O 



i 



I \ 

PLAYER # 



C f~* » 

/ U ' 

FRAME # 



MARKS 



n n n 
U U U 

SCORE 



The symbol for "marks" will always be }~ at the 
start of the game. If you're not familiar with the 
scoring system for bowling, refer to the next section. 

Now place fingers or thumbs on the side buttons 
and press in. The pins are set up at the far end of 
the alley. The ball, appearing as a bright light, is at 
your end. By pressing one side or the other you can 
move the starting point of the ball from side to side. 
When you've adjusted the ball's starting position to 
your liking, release the side buttons. Again, be 
careful not to jiggle the game as you move your 
fingers off buttons. The ball will "roll" down the alley. 

IF YOU TOUCH EITHER SIDE BUTTON WHILE THE 
BALL IS MOVING, THAT WILL BE A FOUL, 
SIGNALLED BY A FALLING TONE. A FOUL 
MEANS YOU WASTE THAT BALL, AND YOU 
CAN'T SCORE ANY PINS WITH IT. 

If there's no foul/you hear a rising tone as the ball 
approaches the pins. 




To make the ball curve or hook, tilt the game 
toward the side where you want it to go. If you tilt 
too far, the ball will fall into the gutter and you will 
not, of course, knock down any pins. If you should 
try to start the ball down the gutter after releasing 
the side buttons, the scoreboard will just recycle 
through the series of numbers shown earlier. 

© © © 

© © © 

© © 



I 



Try to move the game so the ball curves into the 
"pocket" between the #1 (head pin) and either of 
the pins behind it, to increase your chance for a 
strike. 




When the ball hits the pins, you hear a short 
sound for each pin you knock down. Let's assume 
you get 8 pins with your first ball. You hear 8 of 
the pin-counting sounds. Then the scoreboard 
flashes: 

08 (pins dropped by that ball) 

Player # 

Frame # 

000 (if you have no marks in 

the previous frame, your 

total pins won't be 

added until this frame is 

finished) 

The "mark" symbol will appear only before the 
first ball of each frame. 

If you knock down the remaining two pins with 
your second ball, you've got a "spare". The #2, 
#5, and #9 pins will light up, and the scoreboard 
will show a score of 10 (total pins knocked down 
in that frame). 

When two people play, the Scoreboard's first 
number after each frame shows the results for the 
bowler who has just had his turn. The sequence 
continues with the other player's number, frame 
number, mark symbol and score. 

When you get a strike, you hear a short "fanfare" 
sound — a single series of rising tones. 




SCORE KEEPING 

There are 10 turns (or "frames") for each player to 
knock down as many pins as possible. Each 
player gets two chances to knock down the ten 
pins. If the bowler fails to knock down all ten pins 
in both chances, his score for that frame is the 
total number of pins that were knocked down. If . 
the bowler takes both chances to knock down all 
ten pins, that's a "spare," and the points won in 
that frame are the ten pins plus the number of 
pins knocked down by the first ball of the following 
frame (so the most points you could get with a 
spare would be 20). If the bowler gets all ten pins 
with the first ball, that's a "strike" — 10 points 
plus al! the pins he knocks down with the next 
two balls. So a strike could mean 30 points. 
Twelve strikes would be a 300 score — a 
perfect game! 

If you get all the pins down in a frame — called a 
"mark" whether you made a spare or a strike — 
your pin total doesn't include your total score until 
you've actually rolled one or two more balls. 

The scoreboard flashes one of these symbols 
before each player comes up to bowl his first ball 
of a frame, to tell what "mark" has been made in 
the previous frame: 



r 



means no mark (you knocked down less 
than 10 pins with two balls) 



j means a spare (you got ten points plus your 
l~ pins on your next ball) 

— means a strike (you got ten points plus your - 
pins on your next two balls) 

,-j means a double (you got two strikes in a row 
— 20 points plus your pins on your next ball) 



Also, when you make a mark some of the pins 
reappear momentarily, showing the standard 
symbols for a spare (/) or strike (X): 



• • ® • 


• 


® ® • 


• ® • 




• ® • 


® • 




® ® 


# 




• 


AFTER A SPARE 




AFTER A STRIKE 



11TH AND 12TH FRAMES 

If the bowler scores a spare or a strike in the 10th 
frame, there are opportunities to get extra points 
by rolling either one or two more balls. The 
scoreboard will show these bonus chances as 
Frame 11 and Frame 12. 



TAKING CARE OF YOUR GAME 

• Treat your BOWLING game with care. 

• Don't drop it. 

• Don't expose it to heat. For instance, leaving it 
in the glove compartment of a car on a hot, 
sunny day could be harmful. 

• Avoid getting it wet or dirty. 



90-DAY LIMITED WARRANTY 

Mattel Electronics warrants to the original 
consumer purchaser of any of its electronic games 
(including hand-held electronic games) that the 
product will be free of defects in material or 
workmanship for 90 days from the date of 
purchase. 

During this 90-Day Warranty Period, the game will 
either be repaired or it will be replaced (at our 
option) without charge to the purchaser, when 
returned either to the dealer with proof of the date- 
of-purchase, or when returned prepaid and 
insured, with proof of the date-of-purchase, to: 

Mattel Electronics Repair Center 

5150 Rosecrans Avenue. 

Hawthorne, California 90250 

Units returned without proof of date-of-purchase, 
or units returned after the 90-Day Warranty Period 
has expired, will be repaired or replaced (at our 
option) for a service charge of $10.00. Payment 
must be made by check or money order. This 
non-warranty service will only be available for one 
year from the date of purchase. All non-warranty 
units must be returned postage prepaid and 
insured to MATTEL ELECTRONICS REPAIR 
CENTER. 

This warranty gives you specific legal rights and 
you may also have other rights which vary from 
state to state. This warranty does not cover 
damage resulting from accident, unreasonable 
use, neglect, unauthorized service or other causes 
not arising out of defects in material or 
workmanship. 



• 10- 



IF YOU NEED SERVICE FROM 

MATTEL ELECTRONICS® REPAIR CENTER. . 

it's available during and after the 90-day warranty 
period. 

1. Pack the product carefully in its original box. If 
the box is not available, use a strong carton 
with plenty of newspaper or other padding. 
Enclose a brief note telling us the specific 
problem you are having with the unit, and your 
name and home address. Remove the 
battery. 

2. Print this address on the box: 

MATTEL ELECTRONICS REPAIR CENTER 
5150 ROSECRANS AVENUE 
HAWTHORNE, CA 90250 
. . . and your return address. 

3. Send the package by insured parcel post. 

During the warranty period, enclose proof-of- 
purchase date. After warranty period has expired, 
enclose check or money order for $10.00. 



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